a2bejwld/a2bejwld
2020-05-04 23:07:02 -04:00
..
make Make the project clean of 65c02 instructions. This should let this run on an unenhanced //e. 2020-01-22 23:31:42 -05:00
anim.c
anim.h
dbllores.h Detection of the //e card is buggy in the cc65 runtime so implement my own detection of this HW to workaround the buggy double lores implementation. 2020-03-24 02:06:45 -04:00
dbllores.s Add a comment about the problems detecting the //e card from get_ostype(). 2020-03-24 23:54:14 -04:00
game.c Use uppercase for the file names because that works better with Total Replay. Fix a problem where HISCR is left on after switching to mixed mode. Fix bugs with formatting of the text when saving the game, prompting for the next level and notifying that the end of the game has been reached in mixed text mode. 2020-01-29 00:31:19 -05:00
game.h
joystick.c
joystick.h
machine.c Detection of the //e card is buggy in the cc65 runtime so implement my own detection of this HW to workaround the buggy double lores implementation. 2020-03-24 02:06:45 -04:00
machine.h
main.c Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
Makefile Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
mockingboard_speech.h Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
mockingboard_speech.s Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
mockingboard.c Fix an off by one error found by TomCh in the speech code which lead to the beginning of the next speech phrase to be played. This is why "excellent" sounded more like "excellent-ay". Worse, it would lead to the 5 bytes after the phrase "incredible" to be treated like speech data and who knows what that did. 2020-05-04 23:07:02 -04:00
mockingboard.h Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
mouseWrapper.c Only show the "enable/disable mouse" option if a mouse is actually present. Force the mouse option on when the options file is upgraded to the latest version. Allow mouse and joystick controls to co-exist. In past versions, the mouse interrupts messed up the joystick measurements but those are now done with interrupts disabled so that isn't a problem now. With this change, the mouse behaves like the mockingboard - it is auto-detected and just used but can be disabled if the user does not want it enabled even though present on the system. 2020-03-09 22:59:38 -04:00
mouseWrapper.h Only show the "enable/disable mouse" option if a mouse is actually present. Force the mouse option on when the options file is upgraded to the latest version. Allow mouse and joystick controls to co-exist. In past versions, the mouse interrupts messed up the joystick measurements but those are now done with interrupts disabled so that isn't a problem now. With this change, the mouse behaves like the mockingboard - it is auto-detected and just used but can be disabled if the user does not want it enabled even though present on the system. 2020-03-09 22:59:38 -04:00
sound.c Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
sound.h Add code from Total Replay to detect the sound chip automatically on startup. This then leads to a complete rethinking about how to save/load the options for the game. It used to ask what slot the mockingboard was in (if any) and whether it had a speech chip. Now, the game should just know this information. So, I turned the first boolean in the save file into an options file version byte and bumped it to "2". The boolean was always true and was kind of a very simple "magic number" to say that the contents was valid. Now it is a version number of the contents. The slot number and boolean for the speech chip is are now each turned into booleans - one to say whether to enable a mockingboard if found and the other to enable the speech chip if found. 2020-03-04 22:23:09 -05:00
text.h Make the project clean of 65c02 instructions. This should let this run on an unenhanced //e. 2020-01-22 23:31:42 -05:00
text.s Make the project clean of 65c02 instructions. This should let this run on an unenhanced //e. 2020-01-22 23:31:42 -05:00
types.h
ui.c Fix an off by one error found by TomCh in the speech code which lead to the beginning of the next speech phrase to be played. This is why "excellent" sounded more like "excellent-ay". Worse, it would lead to the 5 bytes after the phrase "incredible" to be treated like speech data and who knows what that did. 2020-05-04 23:07:02 -04:00
ui.h
vbl.h
vbl.s Make the project clean of 65c02 instructions. This should let this run on an unenhanced //e. 2020-01-22 23:31:42 -05:00